// Copyright (c) 2011 The LevelDB Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file. See the AUTHORS file for names of contributors.

#ifndef STORAGE_LEVELDB_INCLUDE_DB_H_
#define STORAGE_LEVELDB_INCLUDE_DB_H_

#include "leveldb/iterator.h"
#include "leveldb/options.h"
#include <stdint.h>
#include <stdio.h>

namespace leveldb {

// Update Makefile if you change these
static const int kMajorVersion = 1;
static const int kMinorVersion = 18;

struct Options;
struct ReadOptions;
struct WriteOptions;
class WriteBatch;

// Abstract handle to particular state of a DB.
// A Snapshot is an immutable object and can therefore be safely
// accessed from multiple threads without any external synchronization.
class Snapshot {
protected:
    virtual ~Snapshot();
};

// A range of keys
struct Range {
    Slice start; // Included in the range
    Slice limit; // Not included in the range

    Range() {}
    Range(const Slice& s, const Slice& l)
        : start(s)
        , limit(l)
    {
    }
};

// A DB is a persistent ordered map from keys to values.
// A DB is safe for concurrent access from multiple threads without
// any external synchronization.
class DB {
public:
    // Open the database with the specified "name".
    // Stores a pointer to a heap-allocated database in *dbptr and returns
    // OK on success.
    // Stores NULL in *dbptr and returns a non-OK status on error.
    // Caller should delete *dbptr when it is no longer needed.
    static Status Open(const Options& options,
        const std::string& name_disk,
        const std::string& name_mem,
        DB** dbptr);

    DB() {}
    virtual ~DB();

    // Set the database entry for "key" to "value".  Returns OK on success,
    // and a non-OK status on error.
    // Note: consider setting options.sync = true.
    virtual Status Put(const WriteOptions& options,
        const Slice& key,
        const Slice& value)
        = 0;

    // Remove the database entry (if any) for "key".  Returns OK on
    // success, and a non-OK status on error.  It is not an error if "key"
    // did not exist in the database.
    // Note: consider setting options.sync = true.
    virtual Status Delete(const WriteOptions& options, const Slice& key) = 0;

    // Apply the specified updates to the database.
    // Returns OK on success, non-OK on failure.
    // Note: consider setting options.sync = true.
    virtual Status Write(const WriteOptions& options, WriteBatch* updates) = 0;

    // If the database contains an entry for "key" store the
    // corresponding value in *value and return OK.
    //
    // If there is no entry for "key" leave *value unchanged and return
    // a status for which Status::IsNotFound() returns true.
    //
    // May return some other Status on an error.
    virtual Status Get(const ReadOptions& options,
        const Slice& key, std::string* value)
        = 0;

    // Return a heap-allocated iterator over the contents of the database.
    // The result of NewIterator() is initially invalid (caller must
    // call one of the Seek methods on the iterator before using it).
    //
    // Caller should delete the iterator when it is no longer needed.
    // The returned iterator should be deleted before this db is deleted.
    virtual Iterator* NewIterator(const ReadOptions& options) = 0;

    // Return a handle to the current DB state.  Iterators created with
    // this handle will all observe a stable snapshot of the current DB
    // state.  The caller must call ReleaseSnapshot(result) when the
    // snapshot is no longer needed.
    virtual const Snapshot* GetSnapshot() = 0;

    // Release a previously acquired snapshot.  The caller must not
    // use "snapshot" after this call.
    virtual void ReleaseSnapshot(const Snapshot* snapshot) = 0;

    // DB implementations can export properties about their state
    // via this method.  If "property" is a valid property understood by this
    // DB implementation, fills "*value" with its current value and returns
    // true.  Otherwise returns false.
    //
    //
    // Valid property names include:
    //
    //  "leveldb.num-files-at-level<N>" - return the number of files at level <N>,
    //     where <N> is an ASCII representation of a level number (e.g. "0").
    //  "leveldb.stats" - returns a multi-line string that describes statistics
    //     about the internal operation of the DB.
    //  "leveldb.sstables" - returns a multi-line string that describes all
    //     of the sstables that make up the db contents.
    //  "leveldb.approximate-memory-usage" - returns the approximate number of
    //     bytes of memory in use by the DB.
    virtual bool GetProperty(const Slice& property, std::string* value) = 0;

    // For each i in [0,n-1], store in "sizes[i]", the approximate
    // file system space used by keys in "[range[i].start .. range[i].limit)".
    //
    // Note that the returned sizes measure file system space usage, so
    // if the user data compresses by a factor of ten, the returned
    // sizes will be one-tenth the size of the corresponding user data size.
    //
    // The results may not include the sizes of recently written data.
    virtual void GetApproximateSizes(const Range* range, int n,
        uint64_t* sizes)
        = 0;

    // Compact the underlying storage for the key range [*begin,*end].
    // In particular, deleted and overwritten versions are discarded,
    // and the data is rearranged to reduce the cost of operations
    // needed to access the data.  This operation should typically only
    // be invoked by users who understand the underlying implementation.
    //
    // begin==NULL is treated as a key before all keys in the database.
    // end==NULL is treated as a key after all keys in the database.
    // Therefore the following call will compact the entire database:
    //    db->CompactRange(NULL, NULL);
    virtual void CompactRange(const Slice* begin, const Slice* end) = 0;

private:
    // No copying allowed
    DB(const DB&);
    void operator=(const DB&);
};

// Destroy the contents of the specified database.
// Be very careful using this method.
Status DestroyDB(const std::string& name_disk, const std::string& name_mem, const Options& options);

// If a DB cannot be opened, you may attempt to call this method to
// resurrect as much of the contents of the database as possible.
// Some data may be lost, so be careful when calling this function
// on a database that contains important information.
Status RepairDB(const std::string& dbname, const Options& options);

} // namespace leveldb

#endif // STORAGE_LEVELDB_INCLUDE_DB_H_
